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Armed Assault - Armed Assault 2 Discussion Discussion forum for the second iteration of the Armed Assault title.

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Old 09-11-2007, 10:59 AM   #46 (permalink)
 
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Re: ArmA2 Suggestions

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Originally Posted by BigGaayAl View Post

Why is TS mandatory on ArmATG? Because the in-game voip isn't very practical. ...
VOIP isn't used because it just plain doesn't work for everyone and it's not uncommon for one person to crash out when another player uses the in-game VOIP.
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Old 09-11-2007, 08:46 PM   #47 (permalink)
 
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Re: ArmA2 Suggestions

Two types of VOIP communication.

1. Squad based "radio" communication. This would work like a typical radio system, communication on it would be transmitted similar to how BF2's voip currently works.

2. Spatialized "audio" communication. This would be audible to all players within a certain vicinity, with the sound "dropping off as you got farther away.. (a tough cookie)
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Old 09-11-2007, 09:07 PM   #48 (permalink)
 
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Re: ArmA2 Suggestions

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Two types of VOIP communication.

1. Squad based "radio" communication. This would work like a typical radio system, communication on it would be transmitted similar to how BF2's voip currently works.

2. Spatialized "audio" communication. This would be audible to all players within a certain vicinity, with the sound "dropping off as you got farther away.. (a tough cookie)
ArmA already does both
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Old 09-11-2007, 10:01 PM   #49 (permalink)
 
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Re: ArmA2 Suggestions

Vietcong also did VOIP that was based on distance and simulated real talking. It has moving mouths just like ArmA too. I like this kind of concept but sometimes the audio just isn't at the correct volumes. In Vietcong, it was difficult to hear others over ambient noises and there was very little control over mic volume.
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Old 09-12-2007, 08:38 AM   #50 (permalink)
 
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Re: ArmA2 Suggestions

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Originally Posted by JAMerica View Post
VOIP isn't used because it just plain doesn't work for everyone and it's not uncommon for one person to crash out when another player uses the in-game VOIP.
I'm sorry, you are saying that you agree with me? Or am I readign it wrong?

I don't get the discussion about the voip here. Let's not become fanboys of a game here, we all seem to agree that there is definitely a lot of room for improvement in voip implementation.
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Old 09-12-2007, 09:28 AM   #51 (permalink)

 
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Re: ArmA2 Suggestions

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Originally Posted by BigGaayAl View Post
I'm sorry, you are saying that you agree with me? Or am I readign it wrong?

I don't get the discussion about the voip here. Let's not become fanboys of a game here, we all seem to agree that there is definitely a lot of room for improvement in voip implementation.
The problem is not the implementation, it's the usability. I have used it in smaller settings and had great success. However, like JAM said, it can cause those that hear it to crash and in most cases not everyone hears it. I think it is channelized in a proper way for the original focus of the game. Vehicle channel and Direct Channel are amazing. I have no problems using VOIP as well as some others, just not 100% and as mentioned before it can cause stability issues. They need to make it consistently usable and functional before I could say what changes need to be made.
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Old 10-10-2007, 10:52 PM   #52 (permalink)
 
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Re: ArmA2 Suggestions

Hey my first post on TG...

As a player who has just discovered Project Reality, I would have to agree that with the earlier post about the seamlessness of BF2 squad features.

1. VOIP-I would have hoped this would have been fixed in 1.09 but if not...

2. Separate Single Player AI squad commands from Multiplayer action.--The AI voices in single player are cool and add to immersion, but in multiplayer they just drive you crazy and lead to confusion. When you play coop or PVP each player should be able to communicate via voip, or canned messages alla BF2, but AI status reports and location reports should be muted (or a toggle to mute).

3. Speaking of Coms--What about a Coms specialist (could be squad leader) who is the only one who can communicate with other squad leaders and then rely messages to squad members who are limited to squad VOIP only. I think this limitation really adds to the immersion feel of fog of war. POR does this well.

4. Visual cues--the great thing about BF2/POR is the ease with which you can say in squad formation even in dense vegetation. I like small bright visual cues (on screen) that seamlessly tell me where my squad members are headed. ARMA already has periferial cues but they are not squad oriented and not too effective. The same can be said for setting rally/attack and defend points--visible points on the map (at least in rookie mode for those that like compasses orienteering Vet would be the option)

5. Squad leader spawn in--controversial and maybe not in all map types, but it should be a feature optional to map editors. So much time is wasted in EVO waiting for a decent pilot to ferry you to the front.

I'll stop at 5 points lest I get labeled as a blowhard on my first post.

Wait one more BF2 system that should be copied is the on screen command menus. Way faster than the key punching in ARMA.
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Old 10-11-2007, 08:40 AM   #53 (permalink)
 
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Re: ArmA2 Suggestions

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Hey my first post on TG...

As a player who has just discovered Project Reality, I would have to agree that with the earlier post about the seamlessness of BF2 squad features.

1. VOIP-I would have hoped this would have been fixed in 1.09 but if not...

2. Separate Single Player AI squad commands from Multiplayer action.--The AI voices in single player are cool and add to immersion, but in multiplayer they just drive you crazy and lead to confusion. When you play coop or PVP each player should be able to communicate via voip, or canned messages alla BF2, but AI status reports and location reports should be muted (or a toggle to mute).

3. Speaking of Coms--What about a Coms specialist (could be squad leader) who is the only one who can communicate with other squad leaders and then rely messages to squad members who are limited to squad VOIP only. I think this limitation really adds to the immersion feel of fog of war. POR does this well.

4. Visual cues--the great thing about BF2/POR is the ease with which you can say in squad formation even in dense vegetation. I like small bright visual cues (on screen) that seamlessly tell me where my squad members are headed. ARMA already has periferial cues but they are not squad oriented and not too effective. The same can be said for setting rally/attack and defend points--visible points on the map (at least in rookie mode for those that like compasses orienteering Vet would be the option)

5. Squad leader spawn in--controversial and maybe not in all map types, but it should be a feature optional to map editors. So much time is wasted in EVO waiting for a decent pilot to ferry you to the front.

I'll stop at 5 points lest I get labeled as a blowhard on my first post.

Wait one more BF2 system that should be copied is the on screen command menus. Way faster than the key punching in ARMA.
I highly doubt anything BF2-esque will be added into ArmA. And there is more games then Evo, you'll get the same message for dys(i think). Evo is to repetitious and there are so many more missions out there that are available but everyone sticks with Evo because of its striaght-forwardness and such.

In order to stay in squad formation all you have to do his double tap Esc. It will then show you your squad leaders. I find, all i must do to know where my squad mates are is; Scan my area, check back to how close I am, and how fast they are moving(all done in 3 seconds) and continue scanning my area.

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Old 10-11-2007, 08:45 AM   #54 (permalink)
 
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Re: ArmA2 Suggestions

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5. Squad leader spawn in--controversial and maybe not in all map types, but it should be a feature optional to map editors. So much time is wasted in EVO waiting for a decent pilot to ferry you to the front.
This can be done with scripting. Xeno's Domination (one team) has the ability to spawn at ambulance vehicles. The Virtual Training Space mission will spawn players at the squad leader. Not everything is about Evo.
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Old 10-11-2007, 09:34 AM   #55 (permalink)
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Re: ArmA2 Suggestions

I actually prefer Arma the way it is without visual aids and I have no problem keeping formation or finding my way around. We're meant to be simulating a military aspect here and it seems to me that some people would prefer 'aids' because they can't be bothered to think about what they are doing and just want to shoot stuff.
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Old 10-12-2007, 01:47 AM   #56 (permalink)
 
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Re: ArmA2 Suggestions

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I actually prefer Arma the way it is without visual aids and I have no problem keeping formation or finding my way around. We're meant to be simulating a military aspect here and it seems to me that some people would prefer 'aids' because they can't be bothered to think about what they are doing and just want to shoot stuff.
I don't think it is so much a matter of thinking as using visual aids or cues (I prefer) in place of the real world tactile environment. IRL you have much better 360 degree vision plus sound and voice to perform various squad based maneuvers. This level of real world fidelilty is just not possible on a 2-d screen even with Track IR and TS or VOIP. Thus the cues are meant to fill the void between the 2-d and 3-d worlds.

Granted with a dedicated group of guys practicing and working together, the cues may not be necessary, but all my suggestions are based on the appeal and marketability to the casual player.

In my own experience with Opflash and ARMA, I have yet to see the same level of tactical squad coordination that I have just recently experienced in Project Reality. In 3 months of playing ARMA (mostly Berzerk maps) I have rarely witnessed anything but the typical run and gun play of most PVP games.

Ideally they should develop the ARMA2 so that the Cadet level has loads of options that can be toggled off or on, and a more challenging Vet mode such that all game play styles are encompassed thereby capturing a larger gaming market.

One more thing that is a must for ARMA2--Mortars!!!!!!
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Old 10-12-2007, 02:10 AM   #57 (permalink)
 
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Re: ArmA2 Suggestions

How about a premission briefing with an active white board and map?
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Old 10-12-2007, 05:53 AM   #58 (permalink)
 
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Re: ArmA2 Suggestions

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In my own experience with Opflash and ARMA, I have yet to see the same level of tactical squad coordination that I have just recently experienced in Project Reality. In 3 months of playing ARMA (mostly Berzerk maps) I have rarely witnessed anything but the typical run and gun play of most PVP games.
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Old 10-12-2007, 06:04 AM   #59 (permalink)
 
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Re: ArmA2 Suggestions

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Old 10-12-2007, 08:39 AM   #60 (permalink)
 
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Re: ArmA2 Suggestions

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How about a premission briefing with an active white board and map?
You're not realizing what's already in ArmA. Before the mission starts, you have access to the briefing and the map. There are markers that can be dropped on the screen to point out destinations. Coupled with the formation markers in cadet mode, I don't see what else you'd want in the form of a visual cue. There's even Ctrl+M for a mini-map if you can't figure out which direction you're walking.

I don't see how BF2 PR differs from ArmA when trying to maintain squad formation while moving. Just look at your buddy and maintain the relative distance from him. Remember the heading to the destination. You have to stop playing Evo or the PvP stuff and start looking at the simulation aspects of ArmA.
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